macskull

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  1. So apparently I now own the SmRT base on test... >.>
  2. macskull

    moment of glory

    Depends what you're building for, I usually put 5 Red Fortunes in and maybe a LotG rech in the 6th slot if I need/want it.
  3. macskull

    Best Trash Talk

    ... I have not seen one good Psi Blaster with Scramble Thoughts in their build, either before or after I13.
  4. macskull

    Tweaks and fixes

    Just give Defenders a mash-up of the Tanker and Blaster cold pools:

    * Flash Freeze, 41
    * Block of Ice, 41
    * Frozen Armor, 44
    * Hoarfrost, 44
    * Hibernate, 47
  5. macskull

    Tweaks and fixes

    I know I'm reaching way out on a limb here, but... suggestions for new arena maps? On larger teams pretty much anything goes but I've noticed that for smaller team matches and 1v1s it seems to always be cargo ship, lab, or Perez. Preferably a medium-sized map with a decent amount of geometry.
  6. macskull

    Best Trash Talk

    I am sad now:
    Quote:
    [Tell] [YOU ARE HIDDEN]@FixMySink?: I dont even have to watch it to know what it is, Mac that wasnt you lets fight
    [Tell] [YOU ARE HIDDEN]@FixMySink?: Your not a good pvper, you never were never will be DInwoodie = a pve toon son hence fire fire, ive got plenty of pvp toons like i said your no pvp, attending a pvp zone doesnt make you a pvper let alone a good one lols gg son dont reply lol
  7. Yes, sarcasm and jokes translate so well over the internet, especially from people that don't normally post around here.
  8. Quote:
    Originally Posted by _Cai_ View Post
    This thread hurt a panda.
    =;_;=
  9. macskull

    MA/Regen

    Try this... could probably swap out Kick/Tough for Assault/Tactics if you wanted to. Cheaper build, still effective.

    Hero Plan by Mids' Hero Designer 1.601

    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Storm Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(46)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(9), Numna-Heal/EndRdx(11), Mrcl-Rcvry+(42)
    Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9)
    Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(5), P'Shift-End%(7)
    Level 6: Focus Chi -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-Rchg(37), AdjTgt-ToHit/EndRdx(40), Rec'dRet-Pcptn(40)
    Level 8: Crane Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), ExStrk-Dam%(43)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(25), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(31)
    Level 12: Warriors Challenge -- Mocking-Taunt(A), Mocking-Taunt/Rchg(21), Mocking-Taunt/Rchg/Rng(21), Mocking-Acc/Rchg(23), Mocking-Taunt/Rng(23), Mocking-Rchg(25)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(19)
    Level 18: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(19), Clrty-Stlth(46)
    Level 20: Combat Jumping -- Ksmt-ToHit+(A)
    Level 22: Super Jump -- EndRdx-I(A), Jump-I(43)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43)
    Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(31)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Eagles Claw -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(34), Mako-Dam%(34)
    Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 38: Moment of Glory -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40)
    Level 41: Phase Shift -- RechRdx-I(A)
    Level 44: Web Grenade -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(45), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(46)
    Level 47: Shuriken -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50), Apoc-Dam%(50)
    Level 49: Targeting Drone -- HO:Cyto(A), HO:Cyto(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 2.5% Defense(Smashing)
    • 2.5% Defense(Lethal)
    • 3.13% Defense(Fire)
    • 3.13% Defense(Cold)
    • 1.88% Defense(Energy)
    • 1.88% Defense(Negative)
    • 1.25% Defense(Melee)
    • 3.75% Defense(Ranged)
    • 1.56% Defense(AoE)
    • 4.05% Max End
    • 39% Enhancement(Accuracy)
    • 73.8% Enhancement(RechargeTime)
    • 12% Enhancement(Heal)
    • 10% FlySpeed
    • 175.7 HP (13.1%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 13.8%
    • MezResist(Terrorized) 6.6%
    • 20% Perception
    • 13% (0.22 End/sec) Recovery
    • 24% (1.34 HP/sec) Regeneration
    • 10.1% Resistance(Fire)
    • 10.1% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 10% RunSpeed




    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
  10. Used it on Hami once, that was fun.
  11. macskull

    Read this thread

    The main differences between pre-I13 matches where everyone was at the resistance cap and post-I13 matches where everyone is at the resistance cap are the removal of unresisted Blaster damage, the removal of unresisted Defender debuffs, the mez changes, and the gutting of movement slows (though that probably doesn't have as much to do with it). Of those, the first two are probably the most crucial, at least for mostly-hero matches. I'm not disagreeing that there are situations where having that option would be good, and I will keep pushing for that option just so we can play around with it and see what kinds of changes it would make to the arena dynamic.

    I did bring this up when I talked briefly with Mod 8 on test yesterday, and I've mentioned it to Sunstorm repeatedly, but I think we need to make a really good case why giving us the option would be a good thing if we want a chance at getting it.
  12. macskull

    MA/Regen

    You're really gimping your slotting of key powers for the sake of set bonuses.
  13. macskull

    Ninja Run

    Quote:
    Originally Posted by BackAlleyBrawler View Post
    I dunno, a movement power that summons a horde of enemies to follow you everywhere you go is pretty badass.
  14. macskull

    Read this thread

    Quote:
    Originally Posted by black_barrier View Post
    i dropped like twenty F bombs at curious observer when he was in RPVP Vent.

    he still didn't fix stupid inherent resists in no dr matches.
    Talked to some people in Unsuppressed vent last night - I'd like to see an option for base resistances being removed, but I don't think it'll happen. Why? The damage refiguring was based around DR on and base resists on, which is why DR-off PvP is so lol right now. I'd still like to see the option just to see how it plays out (lord knows it might make Sonics at least somewhat useful again) but I'm not holding my breath anymore.
  15. If you can afford to put it off, wait 6 or so months until we know more about Going Rogue - you'll be able to get more bang for less buck, as a general rule, especially if one of the main uses for the machine will be CoH. Processing of large files means the RAM is going to be just as important as the CPU - you're going to want fast RAM, and lots of it. I'd say shoot for 4 or 8 gigs as a bit of future-proofing, since RAM isn't terribly expensive these days. If you're hunting a higher-end processor like Intel's i7 line, there's yet another reason to put off your purchase, as prices will come down over the next few months. Purchasing an i7-based system means you'll be paying quite a bit more for both the processor, motherboard, and RAM - the question is whether the extra performance is worth the extra cost, and at the moment I'd say no. Much of the i7's performance in gaming seems to be tied to the power of the GPU you're using, as well as whether you have one or two, so if you're looking for top-tier graphic performance out of an I7 you'll need to pair it with the high-end GPUs to match.

    Basically, just wait six months or so and then refigure what you're looking at, as the computer market will be completely different at that point.
  16. It's difficult to change mindsets, so that will probably put a huge road block between you and whatever suggestions people make. First I'd suggest throwing everything you know about, concept, roleplay, and backstory out the window and just picking powerset combinations because you've seen others do cool things with them, or because you say "hm, this combination might be fun and/or powerful." Basically, become a powergamer - again, that's a mindset change. Try to do something interesting, like leveling from 1-50 only on sewer teams, or speed run lots of task forces and try and get your completion time as low as you can. When you bump up against a wall in PvE, don't forget that there's still the entire PvP game you've likely not experienced - PvP is quite different than PvE these days, but if PvE just isn't doing it for you anymore you can give PvP a shot. It's what I did, and it's what keeps me around.
  17. Your best bet in regards to this matter is to PM a developer directly, probably Ghost Falcon as he seems to be the lead tech/support guy. However, I wouldn't expect the devs to disclose backend information about how the servers run unless they see fit to do so.
  18. macskull

    Earth/Energy Dom

    Only problem with that is I'm really sacrificing damage slotting in my blasts, which will be my primary form of damage since Fossilize and Stone Prison mess with my KB.

    EDIT: Just tossed Donna's build into Mids and I kind of like that one. Just can't imagine not slotting Acro for endredux so I swapped one of the KB IOs in there for an end IO. Wondering if, for all intents and purposes, 40.5 points of KB protection is the same as 41 in DR-land.
  19. Things like this are why I play in windowed mode. Haven't had any issues like this since I installed Win7.
  20. Quote:
    Originally Posted by Ghost_Ripper View Post
    Let me first thank all of you who have commented so far, this is becomeing a good info-mercial for Farming toons. I've seen some posters write things that were answered in my original post. For instance, someone wrote that it depends on the driver or player; however, I wrote ALL things being equal, meaning map, spawn size and lvl, player ability. Also, I wanted to know who everyone thinks is the FASTEST farmer, not the funnest to play or least likely to be killed.

    So. . . this time I will list some paramaters:

    1.Fastest for Influence/Infamy, set to 8 man solo run at -1 to +3 spawns
    a.Villagers Map or BM Map
    b. Demon farm map
    c. Family map
    d. Dreck map that doesn' thave dreck in it
    e. Lib TV run w/Nemisis and mobs on Freaks map

    2.Fastest for Purples, set to 8 man solo run at -1 spawns
    SAME AS ABOVE


    Try these parameters now for your picks.
    A while back (like, before the Family nerf in early 2008 I think it was), some people in the market forum did some speed tests of common redside farm builds, and it was discovered that except in very rare cases, Brutes outperformed Dominators in terms of kill speed and inf gathering (which are directly related, really). Why? Brutes have Fury, and Brutes are more easily able to handle harder targets which give more XP (think bosses, especially Nemesis bosses). Unfortunately I don't think that same kind of test was ever done heroside, and it certainly hasn't been repeated since the first time it was run (factoring in sets like Shields). In terms of "enhance-and-go" performance, a Fire/Kin can be a bargain-basement farmer: my Fire/Kin/Fire does respectably on common SOs, but it doesn't hold a candle to my purpled Fire/Kin/Stone. As far as inf gain heroside goes I'd probably give a nod to some flavor of Scrapper, usually Spines or Elec paired with Fire or Shields, and Blaze mastery for good measure.
  21. The tech demo at the Hero-Con panel was run using dual ATI HD4850s, if I'm not mistaken. Ghost Falcon has stated that the HD4850 will be the baseline for running ultra mode, so essentially they're saying that last year's higher-end cards are going to be the minimum for getting GR looking all pretty (plus it means they'll have likely fixed some of the persistent ATI-specific graphics glitches). I'm personally considering upgrading to a 5xxx series card (I have an HD4850 at the moment) but have no intention of upgrading the rest of my system as it's only a year old.

    If you want to get a card now that will support Going Rogue when it's released, you'll be best-served with a HD5850 or HD5870 - I don't mention nVidia's offerings because they're just not as competitive at the moment in the price/performance ratio. However, I'd wait until closer to the launch date for GR, as there will likely be even better hardware available then, and today's high-end stuff will cost less.
  22. macskull

    Farming options

    Dunno why you'd say /Elec - it lacks the AoE to farm as efficiently as, say, /Psi or /Earth (or even /Thorn).
  23. Quote:
    Originally Posted by trendee View Post
    Ack. Most content for my elec/nin stalker seems to be pretty standard in terms of difficulty, however, the mobs that give me the most trouble are the ones that have wormholes as pets.

    The repel/slow usually prevents me from attacking reliably and even with a kb resist io, I'm still getting knocked on the ground quite a bit.
    To add to that, usually the mob that has the wormhole pet is a boss or higher.

    My strategy has still been to just burst the boss down as quickly as possible, but I'm throwing it out there; Anyone have any suggestions for how to deal with these guys?
    You will need at least 5 points (or 9, I don't remember) of knockback protection to stop the KB from a Singularity, so one -KB IO won't be enough and you'll need two or three. Best bet with dealing with them once they're up, though, is to just break line of sight and try to take out the mob that summoned it once they're separated.
  24. macskull

    I17 and GR

    If I had to venture a guess, I'd say the GR closed beta would start two or three months before launch, meaning it'd probably start sometime next spring and the game would launch early summer. I'd be happy if they made I17 include the graphics update and then released GR along with I18 - either way, even if the next issue doesn't hit until next summer that's still about 9 months between issue launches, and it's not entirely unheard of for long periods to pass between releases (8 months between I6 and I7, and 7 months between I12 and I13).
  25. macskull

    Read this thread

    Interesting side note here:

    Apparently the devs are wondering what exactly happened to test arena after I13 (answer: most of the players left, and we were forced to run with DR off because of the lack of a heal decay option at the time, which resulted in a boring and one-dimensional game), and are considering coming to check out some of the KB matches on Freedom. The problem here is that it's a very fine line for both us and them to walk - I understand the frustration many players have about the current system and their want to vent that frustration on a redname when they actually show up in-game, and I understand the devs' want to get some insight into what's actually happening with the game at the moment. I don't know if they'll make themselves known if they ever do decide to show up or if they'll just casually watch without us knowing, but if we do end up bumping into devs on live watching our matches, please remember to be at the very least reasonable and cool-headed. Don't bombard them with questions and insults, and don't try and ask for the old system back. If we do get time to sit down and talk with a dev on live, we need to offer our suggestions simply and give support for those suggestions in order to make any meaningful change.

    Personally I'm still a bit wary about extensive dev involvement after I13 - I and many others I've spoken with want changes to be made, but don't want a bunch of changes that aren't what anyone asked for. I think it's a safe bet to say that we need to make ourselves approachable in order for real dialogue to happen, and we need to be asking for minor tweaks and fixes rather than overhauls of entire systems (like getting particular powers looked at before we focus on getting things like travel suppression or heal decay modified).